help with blood by hit
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kakaue Yoshikawa
Registered User
Join date: 2 Jun 2008
Posts: 11
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03-08-2009 15:40
hello all
i hope anybody can help me i made a sword an all works well but now il tried to make a blood effect on them if you hit anybody.
this way i did: i made an prim wich makes blood splatters after he is rezzed, only problem is i have no idea how to make it work that it rezz this by a hit
i getted it to work with the frw, back.. commandos but this looks silly if you see blood without hit someone
so maybe anybody has an idea how to egt this blood prim rezzed only by hit or a script wich makes blood splatters by a hit
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ElQ Homewood
Sleeps Professionally
Join date: 25 Apr 2007
Posts: 280
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03-08-2009 22:31
seems to me you should jump over to the particle lab and check out some particle effects.. a particle system called on collision might be just what you need.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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03-09-2009 00:40
IIRC attachments don't collide.
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kakaue Yoshikawa
Registered User
Join date: 2 Jun 2008
Posts: 11
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03-09-2009 01:06
thx was looking there but didnt found some with colission it wont work must be a special commando cause i have a freebie bat wich makes this only by hit that it spreads blood (sad he isnt mod so i dont can look the command ^^)
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Faust Vollmar
llSetAgentSanity(FALSE);
Join date: 3 Feb 2007
Posts: 87
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03-09-2009 02:43
Use a somewhat small Sensor for Agents. (Like, 2.5m range, PI / 2.5 arc.)
When it detects one, either send a Link Message to an emitter on the sword, or rez a small object as the emitter on the DetectedPos.
The former doesn't look as good (due to usually not being near the target when it goes off) but is probably a bit easier on the Sim, and doesn't spam the user when they hit someone in a No-Build zone.
(EDIT: I personally don't do bloodspatter effects and the like, cause I don't like having the extraneous Sensor... But that's just me.)
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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03-09-2009 03:46
From: Faust Vollmar Use a somewhat small Sensor for Agents. (Like, 2.5m range, PI / 2.5 arc.)
When it detects one, either send a Link Message to an emitter on the sword, or rez a small object as the emitter on the DetectedPos.
The former doesn't look as good (due to usually not being near the target when it goes off) but is probably a bit easier on the Sim, and doesn't spam the user when they hit someone in a No-Build zone.
(EDIT: I personally don't do bloodspatter effects and the like, cause I don't like having the extraneous Sensor... But that's just me.) 8ft+ !? remind me to stand well back...
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
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03-09-2009 11:16
From: Void Singer IIRC attachments don't collide. They seem to if you use llVolumeDetect -- I have just tested with this: default { state_entry() { llVolumeDetect(TRUE); } collision_start(integer total_number) { llOwnerSay("I have just collided with "+llDetectedName(0)); } } in a pole attached to my hand and it's happily reported on hitting things I walk into
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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03-09-2009 11:36
That's not detecting the attachment colliding with things, that's detecting YOU colliding wit things. Attachments have no separate collision envelope from the avatar's egg-shaped body.
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ElQ Homewood
Sleeps Professionally
Join date: 25 Apr 2007
Posts: 280
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03-09-2009 12:50
Really! That's interesting..I've never done a weapon or anything like that so I had no idea attachments didn't collide LOL
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
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03-09-2009 13:22
From: Argent Stonecutter That's not detecting the attachment colliding with things, that's detecting YOU colliding wit things. Attachments have no separate collision envelope from the avatar's egg-shaped body. Ah.. I see.. thanks.. you are quite right.. I've just made my stick a lot longer, and I see what you mean. It just goes straight through things without saying anything.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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03-09-2009 15:00
rezzing a short term cone on the av's front vector works though. as a replacement to bullet theory. dunno what kind of minimum distance from the av you'll need not to trigger back collisions though ('course you could have it ignore you), then use it's contact point to grab the other av's location and rez the spatter
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Faust Vollmar
llSetAgentSanity(FALSE);
Join date: 3 Feb 2007
Posts: 87
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03-09-2009 15:28
I say 2.5m cause from what I can tell, most Combat Systems use 2.0m to 2.5m as their standard attack range. Realistic? Not really, but realistic ranges + lag = failure.
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